L L4D2node

CMatchTitleGameSettingsMgr::PrepareTeamLinkForGame

0x0003b510 · 953 bytes · __thiscall

_ZN26CMatchTitleGameSettingsMgr22PrepareTeamLinkForGameEP9KeyValuesS1_

Decompiled

undefined (3 params)

/* CMatchTitleGameSettingsMgr::PrepareTeamLinkForGame(KeyValues*, KeyValues*) */

KeyValues * __thiscall
CMatchTitleGameSettingsMgr::PrepareTeamLinkForGame
          (CMatchTitleGameSettingsMgr *this,KeyValues *param_1,KeyValues *param_2)

{
  char *pcVar1;
  char *pcVar2;
  int iVar3;
  int iVar4;
  KeyValues *pKVar5;
  undefined4 uVar6;
  KeyValues *this_00;
  int iVar7;
  int iVar8;
  int in_GS_OFFSET;
  ulonglong uVar9;
  ulonglong uVar10;
  char *pcVar11;
  KeyValues *local_134;
  char *local_130;
  CFmtStrN<256> local_12c [5];
  char local_127 [263];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  pcVar1 = (char *)KeyValues::GetString(param_1,"Game/mode","coop");
  uVar9 = ComputeMembersDlcMaskFromSettings(param_1);
  uVar10 = ComputeMembersDlcMaskFromSettings(param_2);
  pcVar2 = (char *)KeyValues::GetString(param_1,"Game/campaign","");
  pcVar11 = "Game/campaign";
  local_130 = (char *)KeyValues::GetString(param_2,"Game/campaign","");
  if ((*pcVar2 == '\0') || (*local_130 == '\0')) {
    local_134 = KeyValues::operator_new((KeyValues *)0x2c,(uint)pcVar11);
                    /* try { // try from 0003b735 to 0003b739 has its CatchHandler @ 0003b8c4 */
    KeyValues::KeyValues(local_134,"PrepareTeamLinkForGame",(IKeyValuesSystem *)0x0,false);
    if (*pcVar2 == '\0') {
      if (*local_130 == '\0') {
        pKVar5 = (KeyValues *)
                 (**(code **)(*(int *)g_pMatchExtL4D + 0x14))(g_pMatchExtL4D,param_1,uVar9 & uVar10)
        ;
        local_130 = (char *)KeyValues::GetString(pKVar5,"name","");
      }
    }
    else if (*local_130 == '\0') {
      local_130 = pcVar2;
    }
    KeyValues::SetString(local_134,"Update/Game/campaign",local_130);
    local_130 = (char *)KeyValues::GetString(local_134,"Update/Game/campaign","");
    iVar3 = KeyValues::GetInt(param_1,"Game/chapter",0);
    pcVar11 = "Game/chapter";
    iVar4 = KeyValues::GetInt(param_2,"Game/chapter",0);
    if ((iVar4 != 0) && (iVar3 != 0)) goto LAB_0003b6e2;
    if (local_134 == (KeyValues *)0x0) goto LAB_0003b600;
  }
  else {
    iVar3 = KeyValues::GetInt(param_1,"Game/chapter",0);
    pcVar11 = "Game/chapter";
    iVar4 = KeyValues::GetInt(param_2,"Game/chapter",0);
    local_130 = pcVar2;
    if ((iVar4 != 0) && (iVar3 != 0)) {
      local_134 = (KeyValues *)0x0;
      goto LAB_0003b6e2;
    }
LAB_0003b600:
    local_134 = KeyValues::operator_new((KeyValues *)0x2c,(uint)pcVar11);
                    /* try { // try from 0003b62d to 0003b631 has its CatchHandler @ 0003b8dc */
    KeyValues::KeyValues(local_134,"PrepareTeamLinkForGame",(IKeyValuesSystem *)0x0,false);
  }
  pKVar5 = (KeyValues *)(**(code **)(*(int *)g_pMatchExtL4D + 0x10))(g_pMatchExtL4D,pcVar1);
  uVar6 = KeyValues::GetString(pKVar5,"base",pcVar1);
  this_00 = (KeyValues *)(**(code **)(*(int *)g_pMatchExtL4D + 0x10))(g_pMatchExtL4D,uVar6);
  iVar7 = KeyValues::GetInt(this_00,"singlechapter",0);
  iVar7 = KeyValues::GetInt(pKVar5,"singlechapter",(uint)(iVar7 != 0));
  iVar8 = 1;
  if (iVar7 != 0) {
    CFmtStrN<256>::CFmtStrN(local_12c,"%s/modes/%s/chapters",local_130,pcVar1);
    pKVar5 = (KeyValues *)(*(code *)**(undefined4 **)g_pMatchExtL4D)(g_pMatchExtL4D);
    uVar6 = KeyValues::GetInt(pKVar5,local_127,1);
    iVar8 = RandomInt(1,uVar6);
  }
  if (iVar3 == 0) {
    iVar3 = iVar8;
  }
  if (iVar4 == 0) {
    iVar4 = iVar3;
  }
  KeyValues::SetInt(local_134,"Update/Game/chapter",iVar4);
LAB_0003b6e2:
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  return local_134;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)